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For purposes of this rules set only, BattleTechnology is
using the word 'cave' to specify a single big hole underground
or in a mountain side, and 'cavern' to specify one of a series of
linked big underground holes. These holes may be anything
from too small to fit a 'Mech into to the size of a large city. All
'cave' conditions apply to 'caverns'. Some 'cavern' conditions do
not apply to 'caves'.
- The first problem noticed by a novice cavefighter is
that he or she has trouble seeing. There is no light source in
most caves. Sensors become vital. Therefore 'Mechs taking
sensor hits must roll 2 D6. On a roll of 9 or above, nonessential
systems (for these conditions) are hit. 'Mechs adapted for
underground fighting mount exterior floodlights as well as the
normal sensor array. On a roll of 7-8, the exterior mounted
floodlight is hit. You have no light source. If another 'Mech is in
the cavern with you, the area is fairly well illuminated. If all
'Mechs in the area lose or turn out their lights, you are at -4 on
targeting-tracking, which translates to -2 gunnery, -1 on your
piloting.
If all lights are out, proceed as for visual sensor loss
below. On a roll of 5-6, corn gear is hit. You have no way of
telling friend from foe except on visual or I/R signature. On a roll
of 3-4 or below, visual tracking systems fail entirely. On a roll of
2, I/R will go out as well. Once visual is out, movement is done
cautiously; anything above 1/4 speed (round up) requires a
piloting roll. If visual and I/R are both out, gunnery rolls are
allowed only upon a'Mech which has f ired upon anyone in the
same turn, or on a'Mech which has fired and not subsequently
moved. If both of these systems are out, a firing 'Mech missing
its gunnery roll must roll again to see if it hits the nearest other
'Mech. After two 'non-essential' sensor hits, roll 1 D6 only and
apply conditions as above. These conditions are cumulative.
- Rock is more dense than air. This give rise to several
special situations. While it is possible to fire from cavern to
cavern, it is not possible to fire unless the firing 'Mech has line-
of-sight. Indirect fire conditions are so unlikely as to be ruled
out entirely in unrefereed games. If this is a refereed game,
referee may choose to allow indirect fire under certain
circumstances.
In addition, in 'cave' conditions, there is a single
entrance to the outside. If the cave has less than a 3-hex
passage to the entrance, then during the day a 'Mech from
outside the cave may not fire from outside even if line of sight is
clear. He cannot see the target inside a darkened area. The
inside 'Mech may fire; he is firing from darkness to light so his
target is illuminated for him.
- Roll 2 D6 again for radio communication through this
rock. On a roll of 2-4, rock is of a composition which interferes
with radio traffic.Secure tight-beam communication (as in hard
to intercept traffic within lance only) is limited to line-of-sight as
well. Ordinary radio communication may pass through up to
four walls. From the second wall on, roll 2D6 whenever it is
attempted. For communications passing through a second
wall , a roll of 4 or better gets through; for transmissions
through a third wall, a roll of 7 or better gets through; for
transmissions passing through a fourth wall, a roll of 12 gets
through. Beyond that number, no transmission is possible.
(This rule postulates irregular formations, pocket spaces, etc.)
- The cavern walls are dense (Hardened) and may not
be fired through. If a 'Mech fires into a cavern wall at pointblank
range (as in a miss), he must roll on the appropriate hit
location table for halt damage (even a laser weapon will create
a rapidly-moving shower of hot rock fragments). Any 'Mech
within a one-hex range makes this roll. A 'Mech may choose to
do this deliberately, but he will suffer the appropriate damage.
- In 'low ceiling' areas, any movement which is
performed in an arc, rising and then curving down, is severely
limited. Missiles which have a minimum-range limit are arced-
fire missiles; they will misfire on a roll of 9 or less, causing
damage similar in location to death-from-above to the firing
'Mech. As jumping is an arced movement, the maximum jump
possible is the ceiling level minus one in hexes; default
number of 4 hexes jump where ceiling level is unspecified.
Death-From-Above is not allowed under these conditions.
- It is possible to retreat offmap where the perimeter
allows. 'Mechs which do so are considered to be in disorderly
retreat, and may not reenter. Referee may wish to have
retreating 'Mechs roll to see if they became lost in a maze of
caverns.
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© Copyright 1992 by Pacific Rim Publishing.
This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com
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